Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 9092756" data-attributes="member: 6696971"><p>How does this engage with the content of [USER=6925338]@soviet[/USER] 's question in any way? This seems a complete non sequitur. </p><p></p><p>The schematic of soviet's comment is as follows. The claim:</p><p></p><p><em>Systems that principally and rules-wise constrain GMing is "oppressive."</em></p><p></p><p>Ok. What is presumed to follow (otherwise what is the point of the claim, particularly with respect to the thread-at-large)?</p><p></p><p><em>Systems that principally and rules-wise constrain GMs <strong>curtail GM agency via oppression</strong>.</em></p><p></p><p>Ok. Don't agree in the slightest because this requires both (a) a significant drill-down of a textual analysis of a game in question and (b) actual experience to backstop that textual analysis and the claim being made as a result (neither of which is available here). But lets go with it (as soviet is). So if, in fact, oppression curtails GM agency, how is it that<em> GM having veto authority over all actions doesn't likewise <strong>curtail player agency via oppression</strong>?</em></p><p></p><p>Its an interesting question and "its their (GM's) job" isn't engagement with that question because the only thing that follows from that (which engages soviet's question) would be "its their (GM's) job <to curtail player agency via oppression>." Oppression as a result of <em>constraining the stuff a participant can do which therefore constrains their ability to shape play</em> is doing different work in both situations, but at the level of evaluation of "agency" that is immaterial.</p><p></p><p>[HR][/HR]</p><p></p><p>As an aside, I've spent the majority of my GMing life running Pawn Stance dungeoncrawls and hexcrawls where the creativity is mostly before play in the enormous prep load and assimilation of that prep (though some of it is responding to interesting NPC Reaction Rolls and Wandering Monster "hits" in interesting situations). I've also GMed a metric f-ton of Narrativist games. The in-situ creativity and cognitive load required to run Narrativist games is titanically more than that of in-situ creativity in dungeoncrawls and hexcrawls (and Metaplot-heavy, Setting Tourism FR games of which I ran one for 7 years). Its not even comparable. The former frontloads the overwhelming amount of cognitive load during prep while the latter (Narrativist games) burdens 90 + % of the cognitive load upon GMs (a) in-situ and (b) that load is a direct byproduct of the systemitized constraint placed on GMs and their specific duties in terms of game-coherent situation framing and consequence handling.</p><p></p><p>So the claim is wrong in every way it can be wrong. The cognitive load in GMing those games (during the actual play) is just profoundly greater (because the other type of game frontloads the cognitive load during prep and assimilation of material to see play) and its married to the constraint. So if someone were to make the claim "GMing Narrativist games feels oppressive and overwhelming because the cognitive load during play is just so damn much...", ok...sure. Absolutely. That is an empirical claim that is trivially testable and trivially true. Likewise, if someone were to make the claim "GMing games with heavy prep models (metaplot, setting, dungeon and/or hex mapping/keying/stocking with table population et al) feels oppressive and overwhelming because the pre-play cognitive load of coming up with that content and then the material load of assimilating and executing it is just so damn much...", again...ok...sure.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9092756, member: 6696971"] How does this engage with the content of [USER=6925338]@soviet[/USER] 's question in any way? This seems a complete non sequitur. The schematic of soviet's comment is as follows. The claim: [I]Systems that principally and rules-wise constrain GMing is "oppressive."[/I] Ok. What is presumed to follow (otherwise what is the point of the claim, particularly with respect to the thread-at-large)? [I]Systems that principally and rules-wise constrain GMs [B]curtail GM agency via oppression[/B].[/I] Ok. Don't agree in the slightest because this requires both (a) a significant drill-down of a textual analysis of a game in question and (b) actual experience to backstop that textual analysis and the claim being made as a result (neither of which is available here). But lets go with it (as soviet is). So if, in fact, oppression curtails GM agency, how is it that[I] GM having veto authority over all actions doesn't likewise [B]curtail player agency via oppression[/B]?[/I] Its an interesting question and "its their (GM's) job" isn't engagement with that question because the only thing that follows from that (which engages soviet's question) would be "its their (GM's) job <to curtail player agency via oppression>." Oppression as a result of [I]constraining the stuff a participant can do which therefore constrains their ability to shape play[/I] is doing different work in both situations, but at the level of evaluation of "agency" that is immaterial. [HR][/HR] As an aside, I've spent the majority of my GMing life running Pawn Stance dungeoncrawls and hexcrawls where the creativity is mostly before play in the enormous prep load and assimilation of that prep (though some of it is responding to interesting NPC Reaction Rolls and Wandering Monster "hits" in interesting situations). I've also GMed a metric f-ton of Narrativist games. The in-situ creativity and cognitive load required to run Narrativist games is titanically more than that of in-situ creativity in dungeoncrawls and hexcrawls (and Metaplot-heavy, Setting Tourism FR games of which I ran one for 7 years). Its not even comparable. The former frontloads the overwhelming amount of cognitive load during prep while the latter (Narrativist games) burdens 90 + % of the cognitive load upon GMs (a) in-situ and (b) that load is a direct byproduct of the systemitized constraint placed on GMs and their specific duties in terms of game-coherent situation framing and consequence handling. So the claim is wrong in every way it can be wrong. The cognitive load in GMing those games (during the actual play) is just profoundly greater (because the other type of game frontloads the cognitive load during prep and assimilation of material to see play) and its married to the constraint. So if someone were to make the claim "GMing Narrativist games feels oppressive and overwhelming because the cognitive load during play is just so damn much...", ok...sure. Absolutely. That is an empirical claim that is trivially testable and trivially true. Likewise, if someone were to make the claim "GMing games with heavy prep models (metaplot, setting, dungeon and/or hex mapping/keying/stocking with table population et al) feels oppressive and overwhelming because the pre-play cognitive load of coming up with that content and then the material load of assimilating and executing it is just so damn much...", again...ok...sure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top